Item Database

Item IDs

Catalog of every FInventoryStack.ItemId / ULambeerItemDefinition.DefinitionId currently registered as a Data Asset. This page indexes IDs; it is not the runtime item database.

Status: draftOwner: UnassignedUpdated: 2026-09-17

Data authority

Runtime source of truthULambeerItemDefinition Data Assets scanned by ULambeerDataRegistrySubsystem (PrimaryAssetType LambeerDefinition). Stack instances store ItemId, quantity, container id, durability, wetness and firearm chamber/magazine counts.
This HTMLIndexes IDs and a dated property snapshot. Do not treat this table as the live balance sheet.
C++ fallbackEnsurePlaceholderItems in Source/Lambeer/Data/LambeerDataRegistrySubsystem.cpp registers a transient stub only if that ItemId is missing after the asset scan. The original nine IDs already have Data Assets, so those stubs are skipped at runtime. L1810, Sledgehammer, FireAxe, WoodenMallet and DoubleBarrelShotgun exist only as Data Assets; no C++ stubs were added for the new IDs.

Body.Pockets is a worn-container id, not an ItemId. It is omitted from this list.

Database summary

16ItemIds with Data Assets
6ELambeerItemType values in use
0IDs that exist only as C++ stubs

Verified 2026-09-15 from Unreal Editor: fifteen DA_Item_* assets under /Game/Lambeer/Core/Data/Items/, including FireAxe and WoodenMallet. MCP created and saved a sixteenth asset on 2026-09-17: DA_Item_DoubleBarrelShotgun. Remaining original-nine world/held static meshes still use the Engine cube except Crowbar, which now binds SM_Crowbar. L1810 world/held static meshes remain the Engine cube as a pickup collision proxy; skeletal fields point at SKM_L1810. The double-barrel shotgun uses the same cube proxy with skeletal fields on Shotgun. See L1810 G3 tuning and Double Barrel Shotgun.

Tools-folder ItemIds Item.Weapon.Crowbar, Item.Weapon.FireAxe, Item.Weapon.Sledgehammer and Item.Weapon.WoodenMallet are registered. Tool-role Gameplay Tags are still not authored (GrantedToolRoles is not in source). Contract: FEAT-INVENTORY. Production plan: PIPE-ROADMAP held tools slice.

Search & filters

Item table

Numeric columns are an editor snapshot of the Data Asset. Change values on the asset, then refresh this page. Tool-role Gameplay Tags are designed in FEAT-INVENTORY; they are not authored on these live Data Assets yet.

ItemId Display name Type Equip slot Weight Max stack Max durability Storage slots / kg Holster / quick use UE package Status
Wood Resource None 0.1 10 0 0 / 0 No / No /Game/Lambeer/Core/Data/Items/DA_Item_Wood integrated
Bandage Medical None 1 99 0 0 / 0 No / No /Game/Lambeer/Core/Data/Items/DA_Item_Bandage integrated
Scissor Tool None 0.5 1 100 0 / 0 No / No /Game/Lambeer/Core/Data/Items/DA_Item_Scissor integrated
Pants Clothing Legs 1.5 1 0 6 / 12 No / No /Game/Lambeer/Core/Data/Items/DA_Item_Pants integrated
Glasses Clothing Eyewear 0.1 1 0 0 / 0 No / No /Game/Lambeer/Core/Data/Items/DA_Item_Glasses integrated
Body Armor Clothing BodyArmor 4 1 0 0 / 0 No / No /Game/Lambeer/Core/Data/Items/DA_Item_BodyArmor integrated
Improvised Backpack Clothing Backpack 2 1 0 12 / 25 No / No /Game/Lambeer/Core/Data/Items/DA_Item_BackpackImprovised integrated
Crowbar Weapon None 3 1 100 0 / 0 Yes / No /Game/Lambeer/Core/Data/Items/DA_Item_Crowbar integrated
Fire Axe Weapon None 3 1 100 0 / 0 Yes / No /Game/Lambeer/Core/Data/Items/DA_Item_FireAxe integrated
Sledgehammer Weapon None 4.76 1 100 0 / 0 Yes / No /Game/Lambeer/Core/Data/Items/DA_Item_Sledgehammer integrated
Wooden Mallet Weapon None 3 1 100 0 / 0 Yes / No /Game/Lambeer/Core/Data/Items/DA_Item_WoodenMallet integrated
Pistol Weapon None 1.2 1 100 0 / 0 Yes / No /Game/Lambeer/Core/Data/Items/DA_Item_Pistol integrated
L1810 Weapon None 1.2 1 100 0 / 0 Yes / No /Game/Lambeer/Core/Data/Items/DA_Item_L1810 integrated
Double Barrel Shotgun Weapon None 1.2 1 100 0 / 0 Yes / No /Game/Lambeer/Core/Data/Items/DA_Item_DoubleBarrelShotgun integrated
L1810 Magazine Attachment None 0.10 1 0 0 / 0 No / No /Game/Lambeer/Core/Data/Items/DA_Item_L1810_Magazine integrated
9x19 Resource None 0.012 60 0 0 / 0 No / No /Game/Lambeer/Core/Data/Items/DA_Item_Ammo_9x19 integrated

No items match the current filters.

Snapshot notes

Editor property read 2026-08-28 via ObjectTools.get_properties on each original Data Asset. Sledgehammer values were read back 2026-09-09. L1810 non-ammo fields were read back 2026-09-09 from MCP after copy from DA_Item_Pistol. Magazine and 9x19 Data Assets, plus L1810 skeletal fields, were read back 2026-09-11. Magazine capacity 18 is owner-supplied. Float values are shown with project-useful rounding (0.1, 0.10, 0.012, 1.2, 4.76) rather than IEEE noise.

MCP readback 2026-09-11: DA_Item_L1810 WorldSkeletalMesh/HeldSkeletalMesh = /Game/Lambeer/Items/Weapons/Pistol/L1810/SKM_L1810; static world/held meshes remain the Engine cube. Magazine mesh = /Game/Lambeer/Items/Weapons/Pistol/L1810_Magazine/L1810_Magazine. 9x19 uses the Engine cube. Magazine MagazineCapacity is 0 and AmmoCapacity is 18; L1810 CompatibleItemIds is Item.Magazine.L1810.

MCP readback 2026-09-15 for Tools-folder items (saved, is_dirty false):

  • DA_Item_Crowbar: WorldMesh/HeldMesh = /Game/Lambeer/Items/Tools/Crowbar/SM_Crowbar. Weight 3, stack 1, durability 100, OneHanded, holster yes, bMeleeWeapon false. Icon remains T_UI_Item_Crowbar.
  • DA_Item_FireAxe / Item.Weapon.FireAxe: duplicated from Crowbar then authored. Display “Fire Axe”, ItemType Weapon. Weight 3 / stack 1 / durability 100 / OneHanded / holster / throw 0.6 s / 900 cm/s copied from Crowbar as catalog prototype, not a measured axe mass. WorldMesh/HeldMesh = /Game/Lambeer/Items/Tools/FireAxe/SM_FireAxe. Icon None. bMeleeWeapon false.
  • DA_Item_Sledgehammer: WorldMesh/HeldMesh confirmed /Game/Lambeer/Items/Tools/Sledgehammer/SM_Sledgehammer (old Sledgehammer package is a redirector). TwoHanded, bMeleeWeapon true, weight 4.76.
  • DA_Item_WoodenMallet / Item.Weapon.WoodenMallet: same Crowbar prototype fields as FireAxe. Display “Wooden Mallet”. WorldMesh/HeldMesh = /Game/Lambeer/Items/Tools/WoodenMallet/SM_WoodenMallet (old Wooden_Mallet path does not exist). Icon None.

MCP readback 2026-09-17 for DA_Item_DoubleBarrelShotgun / Item.Weapon.DoubleBarrelShotgun (saved, is_dirty false): Display “Double Barrel Shotgun”, ItemType Weapon, TwoHanded, holster yes, bMeleeWeapon false, MagazineCapacity 2, CompatibleItemIds empty, AnimationProfile DA_AnimProfile_Firearm2H. Weight 1.2 / stack 1 / durability 100 / throw 0.6 s / 900 cm/s copied from DA_Item_L1810 as a firearm catalog prototype, not a measured shotgun mass. WorldSkeletalMesh/HeldSkeletalMesh = /Game/Lambeer/Items/Weapons/DoubleBarrelShotgun/Shotgun; static world/held meshes remain the Engine cube as the pickup collision proxy. Icon = /Game/Lambeer/Items/Weapons/DoubleBarrelShotgun/ICON_DoubleBarrel. Grip/support transforms are identity/unauthored. No shotgun ammo or magazine Data Asset exists yet; magazine-as-item loading is not claimed.

Mesh bounds (local cm, longest axis) and collision: Crowbar ~460 cm, FireAxe ~393 cm, Sledgehammer ~97 cm, WoodenMallet ~42 cm. All four have bCustomizedCollision true. Crowbar and FireAxe are oversized versus a handheld tool; this snapshot records the imported scale, it does not authorize a rescale. Sledgehammer matches the 2026-09-09 G3 bound note.

WorldMesh, HeldMesh, and Icon package paths are otherwise TBD on this page for remaining original-nine items that still use the Engine cube. Inspect those Data Assets in the editor. FireAxe and WoodenMallet have no inventory icons yet; do not invent art.

C++ stub vs Data Asset (inactive stubs)

Because each ID already has a Data Asset, EnsurePlaceholderItems does not apply. The stub table still differs from the live assets and must not be used for balance:

  • Item.Wood stub: weight 2, max stack 99 — DA: 0.1 / 10.
  • Item.Bandage stub: weight 0.2, max stack 10, quick-use true — DA: 1 / 99 / false.
  • Item.Scissor stub display “Scissors”, quick-use true — DA display “Scissor”, quick-use false.

Feature behavior (pickup, hands, durability stacking) lives in FEAT-INVENTORY. Console cheats: TECH-CONSOLE-CHEATS (Lambeer.GiveItem, Lambeer.Equip, Lambeer.SpawnPickup are host-pawn only; Dedicated Server clients use UI_G3GiveCrowbar, UI_G3GiveFireAxe, UI_G3GiveL1810 and the other UI_G3Give* helpers).